﻿/* ============================================================================== 
 * 功能描述：BT00001 
 * 创 建 者：Administrator
 * 创建日期：2016/4/30 14:46:29 
 * ==============================================================================*/

using System;
using System.Collections.Generic;
using UnityEngine;

namespace ZZQFrameWork.AI.BT
{
    /// <summary>
    /// 怪物行为树
    /// </summary>
    public class BT00002:BehaviorTreeRoot
    {
        private static BT00002 _instance;

        public static BT00002 Instance
        {
            get
            {
                if(_instance==null)_instance=new BT00002();
                return _instance;
            }
        }

        private BT00002()
        {
            root = new BehaviorTreeRoot();
            SelectorNode node1 = new SelectorNode();
            AddChild(node1);
            SequenceNode node2 = new SequenceNode();
            node1.AddChild(node2);
            Not node6 = new Not();
            node2.AddChild(node6);
            IsHasTarget node3 = new IsHasTarget();
            node6.Proxy(node3);
            IdleSpace node4 = new IdleSpace();
            node2.AddChild(node4);

            SequenceNode node5 = new SequenceNode();
            node1.AddChild(node5);
            Not node7 = new Not();
            node5.AddChild(node7);
            IsInAttackCold node9 = new IsInAttackCold();
            node7.Proxy(node9);
            AttackTo node8 = new AttackTo();
            node5.AddChild(node8);
        }
    }

}
